コード例 #1
0
ファイル: Antipenumbra.cpp プロジェクト: galek/hesperus
/**
Constructs an antipenumbra from a source portal to a target portal.
For each antipenumbral plane p (except the source plane), it is
guaranteed to be the case that:

- classify_polygon_against_plane(*source, p) == CP_BACK
- classify_polygon_against_plane(*target, p) == CP_FRONT

@param source	The source portal
@param target	The target portal
*/
Antipenumbra::Antipenumbra(const Portal_Ptr& source, const Portal_Ptr& target)
{
	m_planes.push_back(make_plane(*source));

	// Note: In both cases here, source lies behind the generated planes and target lies in front of them.
	add_clip_planes(source, target, CP_BACK);	// add planes from source to target, with source behind them
	add_clip_planes(target, source, CP_FRONT);	// add planes from target to source, with target in front of them
}
コード例 #2
0
ファイル: hexstrut.c プロジェクト: sev-/xscreensaver
ENTRYPOINT void 
init_hexstrut (ModeInfo *mi)
{
  hexstrut_configuration *bp;

  MI_INIT (mi, bps, free_hexstrut);

  bp = &bps[MI_SCREEN(mi)];

  bp->glx_context = init_GL(mi);

  reshape_hexstrut (mi, MI_WIDTH(mi), MI_HEIGHT(mi));

  {
    double spin_speed   = 0.002;
    double wander_speed = 0.003;
    double spin_accel   = 1.0;

    bp->rot = make_rotator (do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            do_spin ? spin_speed : 0,
                            spin_accel,
                            do_wander ? wander_speed : 0,
                            False);
    bp->trackball = gltrackball_init (True);
  }


  /* Let's tilt the scene a little. */
  gltrackball_reset (bp->trackball,
                     -0.4 + frand(0.8),
                     -0.4 + frand(0.8));

  if (thickness < 0.05) thickness = 0.05;
  if (thickness < 0.05) MI_IS_WIREFRAME(mi) = True;
  if (thickness > 1.7) thickness = 1.7;
  if (speed > 2) speed = 2;

  bp->ncolors = 64;
  bp->colors = (XColor *) calloc(bp->ncolors, sizeof(XColor));
  make_smooth_colormap (0, 0, 0,
                        bp->colors, &bp->ncolors,
                        False, 0, False);

  make_plane (mi);
}
コード例 #3
0
ファイル: cube_on_table.c プロジェクト: carmi/comp356
/** Create a list of surfaces.
 */
list356_t* get_surfaces() {

    list356_t* surfaces = make_list() ;

    // Table.
    point3_t vertices[8] = {
        {0, 0, 1}, {8, 0, 1}, {0, 8, 1}, {8, 8, 1},
        {0, 0, -1}, {8, 0, -1}, {0, 8, -1}, {8, 8, -1},
    } ;

    int indices[] = {
        0, 1, 3,    0, 3, 2,        // top
        0, 2, 6,    0, 6, 4,        // left
        4, 6, 7,    4, 7, 5,        // bottom
        1, 5, 7,    1, 7, 3,        // right
        2, 3, 7,    2, 7, 6,        // back
        0, 4, 5,    0, 5, 1         // front
    } ;
    int top_offset = 6 ;
    int offset = 36 ;

    list356_t* table_surfaces = make_list() ;
    for (int i=0; i<top_offset/3; ++i) {
        lst_add(table_surfaces, make_triangle(
                    vertices[indices[3*i]],
                    vertices[indices[3*i+1]],
                    vertices[indices[3*i+2]],
                    &RED, &RED, &WHITE, 10.0f)) ;
    }
    for (int i=top_offset/3; i<offset/3; ++i) {
        lst_add(table_surfaces, make_triangle(
                    vertices[indices[3*i]],
                    vertices[indices[3*i+1]],
                    vertices[indices[3*i+2]],
                    &GREEN, &GREEN, &WHITE, 10.0f)) ;
    }

    // Two purple spheres.
    lst_add(table_surfaces, 
            make_sphere(6, 6, 1.75+.01, .75, 
                &PURPLE, &PURPLE, &WHITE, 100.0f)) ;
    lst_add(table_surfaces, 
            make_sphere(5, 2, 1.75+.01, .75, 
                &PURPLE, &PURPLE, &WHITE, 100.0f)) ;

    // Transparent cube.
    point3_t cube_vertices[] = {
            {4, 0, 3}, {5, 0, 3}, {4, 1, 3}, {5, 1, 3},
            {4, 0, 1.01}, {5, 0, 1.01}, {4, 1, 1.01}, {5, 1, 1.01},
    } ;
    for (int i=0; i<offset/3; ++i) {
        surface_t* t = make_triangle(
                    cube_vertices[indices[3*i]],
                    cube_vertices[indices[3*i+1]],
                    cube_vertices[indices[3*i+2]],
                    &BLACK, &BLACK, &WHITE, 10.0f) ;
        t->refr_index = 1.1f ;
        t->atten = &GREENISH ;
        lst_add(surfaces, t) ;
    }

    list356_itr_t* itr = lst_iterator(table_surfaces) ;
    while (lst_has_next(itr)) lst_add(surfaces, lst_next(itr)) ;
    lst_free(table_surfaces) ;

    // Plane at z=-1.
    surface_t* plane = make_plane(
                (point3_t){0, 0, -1},
                (point3_t){1, 0, -1},
                (point3_t){1, 1, -1},
                &LIGHT_GREY, &LIGHT_GREY, &BLACK, 10.0f) ;
    plane->refl_color = &LIGHT_GREY ;
    lst_add(surfaces, plane) ;

    return surfaces ;

}
コード例 #4
0
ファイル: course_render.c プロジェクト: wosigh/tuxracer
/*! 
 Draws a fog plane at the far clipping plane to mask out clipping of terrain.
 
 \return  none
 \author  jfpatry
 \date    Created:  2000-08-31
 \date    Modified: 2000-08-31
 */
void draw_fog_plane()
{
	plane_t left_edge_plane, right_edge_plane;
	plane_t left_clip_plane, right_clip_plane;
	plane_t far_clip_plane;
	plane_t bottom_clip_plane;
	plane_t bottom_plane, top_plane;
	
	scalar_t course_width, course_length;
	scalar_t course_angle, slope;
	
	point_t left_pt, right_pt, pt;
	point_t top_left_pt, top_right_pt;
	point_t bottom_left_pt, bottom_right_pt;
	vector_t left_vec, right_vec;
	scalar_t height;
	
	GLfloat *fog_colour;
	
	if ( is_fog_on() == False ) {
		return;
	}
	
	set_gl_options( FOG_PLANE );
	
	get_course_dimensions( &course_width, &course_length );
	course_angle = get_course_angle();
	slope = tan( ANGLES_TO_RADIANS( course_angle ) );
	
	left_edge_plane = make_plane( 1.0, 0.0, 0.0, 0.0 );
	
	right_edge_plane = make_plane( -1.0, 0.0, 0.0, course_width );
	
	far_clip_plane = get_far_clip_plane();
	left_clip_plane = get_left_clip_plane();
	right_clip_plane = get_right_clip_plane();
	bottom_clip_plane = get_bottom_clip_plane();
	
	
	/* Find the bottom plane */
	bottom_plane.nml = make_vector( 0.0, 1, -slope );
	height = get_terrain_base_height( 0 );
	
	/* Unoptimized version
	 pt = make_point( 0, height, 0 );
	 bottom_plane.d = -( pt.x * bottom_plane.nml.x +
	 pt.y * bottom_plane.nml.y +
	 pt.z * bottom_plane.nml.z );
	 */
	bottom_plane.d = -height * bottom_plane.nml.y;
	
	/* Find the top plane */
	top_plane.nml = bottom_plane.nml;
	height = get_terrain_max_height( 0 );
	top_plane.d = -height * top_plane.nml.y;
	
	
	if(get_player_data(local_player())->view.mode == TUXEYE)
	{
		bottom_clip_plane.nml = make_vector( 0.0, 1, -slope );
		height = get_terrain_base_height( 0 ) - 40;
		bottom_clip_plane.d = -height * bottom_clip_plane.nml.y;
	}
	
	/* Now find the bottom left and right points of the fog plane */
	if ( !intersect_planes( bottom_plane, far_clip_plane, left_clip_plane, &left_pt ) )
		return;
	
	if ( !intersect_planes( bottom_plane, far_clip_plane, right_clip_plane, &right_pt ) )
		return;
	
	if ( !intersect_planes( top_plane, far_clip_plane, left_clip_plane, &top_left_pt ) )
		return;
	
	if ( !intersect_planes( top_plane, far_clip_plane, right_clip_plane, &top_right_pt ) )
		return;
	
	if ( !intersect_planes( bottom_clip_plane, far_clip_plane, left_clip_plane, &bottom_left_pt ) )
		return;
	
	if ( !intersect_planes( bottom_clip_plane, far_clip_plane, right_clip_plane, &bottom_right_pt ) )
		return;
	
	left_vec = subtract_points( top_left_pt, left_pt );
	right_vec = subtract_points( top_right_pt, right_pt );
	
	
	/* Now draw the fog plane */
	
	set_gl_options( FOG_PLANE );
	
	fog_colour = get_fog_colour();
	
	glColor4fv( fog_colour );
	
#ifdef __APPLE__DISABLED__
#undef glEnableClientState
#undef glDisableClientState
#undef glVertexPointer
#undef glColorPointer
#undef glDrawArrays
	
	point_t pt1,pt2,pt3,pt4;
	
	pt1 = move_point( top_left_pt, left_vec );
	pt2 = move_point( top_right_pt, right_vec );
	pt3 = move_point( top_left_pt, scale_vector( 3.0, left_vec ) );
	pt4 = move_point( top_right_pt, scale_vector( 3.0, right_vec ) );
	
	const GLfloat verticesFog []=
	{
		bottom_left_pt.x, bottom_left_pt.y, bottom_left_pt.z,
		bottom_right_pt.x, bottom_right_pt.y, bottom_right_pt.z,
		left_pt.x, left_pt.y, left_pt.z,
		right_pt.x, right_pt.y, right_pt.z,
		
		top_left_pt.x, top_left_pt.y, top_left_pt.z,
		top_right_pt.x, top_right_pt.y, top_right_pt.z,
		
		pt1.x, pt1.y, pt1.z,
		pt2.x, pt2.y, pt2.z,
		pt3.x, pt3.y, pt3.z,
		pt4.x, pt4.y, pt4.z	
	};
	
	const GLfloat colorsFog []=
	{
		fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3],
		fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3],
		fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3],
		fog_colour[0], fog_colour[1], fog_colour[2], fog_colour[3],
		fog_colour[0], fog_colour[1], fog_colour[2], 0.9 ,
		fog_colour[0], fog_colour[1], fog_colour[2], 0.9 ,
		fog_colour[0], fog_colour[1], fog_colour[2], 0.3 ,
		fog_colour[0], fog_colour[1], fog_colour[2], 0.3 ,
		fog_colour[0], fog_colour[1], fog_colour[2], 0.0 ,
		fog_colour[0], fog_colour[1], fog_colour[2], 0.0 ,	
	};
	
	glEnableClientState (GL_VERTEX_ARRAY);
	//   glEnableClientState (GL_COLOR_ARRAY);
	//  glDisableClientState(GL_TEXTURE_COORD_ARRAY);
	glVertexPointer (3, GL_FLOAT , 0, verticesFog);	
	glColorPointer(4, GL_FLOAT, 0, colorsFog);
	glDrawArrays(GL_TRIANGLE_STRIP, 0, 10);
	//glDisableClientState(GL_COLOR_ARRAY_POINTER);
	
#else
	glBegin( GL_QUAD_STRIP );
	
	glVertex3f( bottom_left_pt.x, bottom_left_pt.y, bottom_left_pt.z );
	glVertex3f( bottom_right_pt.x, bottom_right_pt.y, bottom_right_pt.z );
	glVertex3f( left_pt.x, left_pt.y, left_pt.z );
	glVertex3f( right_pt.x, right_pt.y, right_pt.z );
	
	glColor4f( fog_colour[0], fog_colour[1], fog_colour[2], 0.9 );
	glVertex3f( top_left_pt.x, top_left_pt.y, top_left_pt.z );
	glVertex3f( top_right_pt.x, top_right_pt.y, top_right_pt.z );
	
	glColor4f( fog_colour[0], fog_colour[1], fog_colour[2], 0.3 );
	pt = move_point( top_left_pt, left_vec );
	glVertex3f( pt.x, pt.y, pt.z );
	pt = move_point( top_right_pt, right_vec );
	glVertex3f( pt.x, pt.y, pt.z );
	
	glColor4f( fog_colour[0], fog_colour[1], fog_colour[2], 0.0 );
	pt = move_point( top_left_pt, scale_vector( 3.0, left_vec ) );
	glVertex3f( pt.x, pt.y, pt.z );
	pt = move_point( top_right_pt, scale_vector( 3.0, right_vec ) );
	glVertex3f( pt.x, pt.y, pt.z );
	
	glEnd();
	
#endif
}
コード例 #5
0
ファイル: BrushExpander.cpp プロジェクト: galek/hesperus
/**
Determines which planes are necessary for building the expanded brush (including bevel planes).

@param brush	The initial brush
@return			The necessary brush planes
*/
BrushExpander::BrushPlaneSet_Ptr BrushExpander::determine_brush_planes(const ColPolyBrush_CPtr& brush)
{
	BrushPlaneSet_Ptr brushPlanes(new BrushPlaneSet);

	// Add the planes of all the brush faces.
	const std::vector<CollisionPolygon_Ptr>& faces = brush->faces();
	int faceCount = static_cast<int>(faces.size());
	for(int i=0; i<faceCount; ++i)
	{
		ColPolyAuxData_Ptr auxData(new ColPolyAuxData(faces[i]->auxiliary_data()));
		brushPlanes->insert(BrushPlane(make_plane(*faces[i]), auxData));
	}

	// Try and add bevel planes (any unnecessary ones will not be added to the set due to the unique plane predicate).

	// Add "axial planes going through an edge or corner of the brush that are not already part of the brush".
	const AABB3d& bounds = brush->bounds();
	brushPlanes->insert(BrushPlane(Plane(Vector3d(-1,0,0), -bounds.minimum().x)));
	brushPlanes->insert(BrushPlane(Plane(Vector3d(0,-1,0), -bounds.minimum().y)));
	brushPlanes->insert(BrushPlane(Plane(Vector3d(0,0,-1), -bounds.minimum().z)));
	brushPlanes->insert(BrushPlane(Plane(Vector3d(1,0,0), bounds.maximum().x)));
	brushPlanes->insert(BrushPlane(Plane(Vector3d(0,1,0), bounds.maximum().y)));
	brushPlanes->insert(BrushPlane(Plane(Vector3d(0,0,1), bounds.maximum().z)));

	// Along edges, add "all planes that are parallel to one of the coordinate axes and do not change
	// the shape of the brush".
	for(int i=0; i<faceCount; ++i)
	{
		int vertCount = faces[i]->vertex_count();
		for(int j=0; j<vertCount; ++j)
		{
			int k = (j+1)%vertCount;

			const Vector3d& p1 = faces[i]->vertex(j);
			const Vector3d& p2 = faces[i]->vertex(k);

			Plane_Ptr possiblePlanes[] =
			{
				make_axial_plane(p1, p2, Vector3d(1,0,0)),
				make_axial_plane(p1, p2, Vector3d(0,1,0)),
				make_axial_plane(p1, p2, Vector3d(0,0,1))
			};

			for(int m=0; m<3; ++m)
			{
				if(possiblePlanes[m])
				{
					BrushPlane possiblePlane(*possiblePlanes[m]);
					BrushPlane flippedPossiblePlane(possiblePlanes[m]->flip());

					// If this plane (or its flipped equivalent) isn't currently in the brush plane set.
					if(	brushPlanes->find(possiblePlane) == brushPlanes->end() &&
						brushPlanes->find(flippedPossiblePlane) == brushPlanes->end())
					{
						// If the brush is entirely behind this plane, it's a valid
						// bevel plane, so add it. If the brush is entirely in front
						// of it, its inverse plane is a valid bevel plane, so add
						// that. Otherwise, carry on.
						switch(classify_brush_against_plane(brush, possiblePlane.plane))
						{
						case CP_BACK:
							brushPlanes->insert(possiblePlane);
							break;
						case CP_FRONT:
							brushPlanes->insert(flippedPossiblePlane);
							break;
						default:
							break;
						}
					}
				}
			}
		}
	}

	return brushPlanes;
}
コード例 #6
0
    ExperimentalApp() : GLFWApp(1280, 800, "Geometric Algorithm Development App")
    {
        glfwSwapInterval(0);

        igm.reset(new gui::ImGuiManager(window));
        gui::make_dark_theme();

        fixedTimer.start();

        lights[0] = {{0, 10, -10}, {0, 0, 1}};
        lights[1] = {{0, 10, 10}, {0, 1, 0}};

        int width, height;
        glfwGetWindowSize(window, &width, &height);
        glViewport(0, 0, width, height);

        grid = RenderableGrid(1, 100, 100);
        cameraController.set_camera(&camera);
        camera.look_at({0, 2.5, -2.5}, {0, 2.0, 0});

        simpleShader = make_watched_shader(shaderMonitor, "../assets/shaders/simple_vert.glsl", "assets/shaders/simple_frag.glsl");
        normalDebugShader = make_watched_shader(shaderMonitor, "../assets/shaders/normal_debug_vert.glsl", "assets/shaders/normal_debug_frag.glsl");

        Renderable debugAxis = Renderable(make_axis(), false, GL_LINES);
        debugAxis.pose = Pose(float4(0, 0, 0, 1), float3(0, 1, 0));
        debugModels.push_back(std::move(debugAxis));

        // Initial supershape settings
        supershape = Renderable(make_supershape_3d(16, 5, 7, 4, 12));
        supershape.pose.position = {0, 2, -2};

        // Initialize PTF stuff
        {
            std::array<float3, 4> controlPoints = {float3(0.0f, 0.0f, 0.0f), float3(0.667f, 0.25f, 0.0f), float3(1.33f, 0.25f, 0.0f), float3(2.0f, 0.0f, 0.0f)};
            ptf = make_parallel_transport_frame_bezier(controlPoints, 32);

            for (int i = 0; i < ptf.size(); ++i)
            {
                Renderable p = Renderable(make_cube());
                ptfBoxes.push_back(std::move(p));
            }
        }

        // Initialize Parabolic pointer stuff
        {
            // Set up the ground plane used as a nav mesh for the parabolic pointer
            worldSurface = make_plane(48, 48, 96, 96);
            for (auto & p : worldSurface.vertices)
            {
                float4x4 model = make_rotation_matrix({1, 0, 0}, -ANVIL_PI / 2);
                p = transform_coord(model, p);
            }
            worldSurfaceRenderable = Renderable(worldSurface);

            parabolicPointer = make_parabolic_pointer(worldSurface, params);
        }

        // Initialize objects for ballistic trajectory tests
        {
            turret.source = Renderable(make_tetrahedron());
            turret.source.pose = Pose({-5, 2, 5});

            turret.target = Renderable(make_cube());
            turret.target.pose = Pose({0, 0, 40});

            turret.bullet = Renderable(make_sphere(1.0f));
        }

        float4x4 tMat = mul(make_translation_matrix({3, 4, 5}), make_rotation_matrix({0, 0, 1}, ANVIL_PI / 2));
        auto p = make_pose_from_transform_matrix(tMat);
        std::cout << tMat << std::endl;
        std::cout << p << std::endl;

        gl_check_error(__FILE__, __LINE__);
    }
コード例 #7
0
ファイル: plane.hpp プロジェクト: otgaard/zap
 static plane make_plane(const vector& P0, const vector& P1, const vector& P2) {
     const auto N = maths::normalise(cross(P1 - P0, P2 - P0));
     return make_plane(P0, N);
 }
コード例 #8
0
ファイル: plane.hpp プロジェクト: otgaard/zap
 plane(const vector& O, const vector& n) { *this = make_plane(O, n); }